chapter8 flashcards

1
Q

What does “capability for performance” mean in skill measurement?

A

“Capability for performance” is your true skill level, even if a single performance doesn’t show it. Things like nerves or luck can make you do better or worse than your actual ability—like how the fastest runner doesn’t always win the race. We measure the skill itself, not just one result.

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2
Q

What is motor learning?

A

is a set of processes associated with practice or expeirance leading to relatively permanent gains in the capability for skilled performance

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3
Q

what is the most common and traditional way to evaluate learning progress during practice?

A

performance curves

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4
Q

what are the major points of performance curves?

A
  1. Performance curves are plots of individual or average performance against practice trials
  2. The curves and either increase or decrease in practice, depending on score for the task
  3. The law of practice says that improvements are rapid at first and much slower later—a nearly universal principle of practice.
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5
Q

What are the limitations of performance curves in measuring learning?

A

Performance curves show how people do during practice, but they don’t always show real learning. They focus on average performance, not lasting skill improvement, so they might not reflect true progress.

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6
Q

What are the important effects of practice on a learner?

A

1.Relatively permanent effects: Last for a long time, even years.
2.Temporary effects: Disappear with time or changes in conditions.
3.Combined effects: Both temporary and permanent effects that strongly impact performance.

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7
Q

How do participants in blocked vs. random practice predict their performance on a delayed retention test?

A

Participants in blocked practice often predict they will perform better than those in random practice. However, the opposite is true—random practice usually leads to better performance in delayed retention tests (Simon & Bjork, 2001).

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8
Q

What is the difference between a transfer test and a retention test?

A

1.Transfer test: Measures performance with a change in task conditions.
2.Retention test: Measures performance after a break with no practice.
These tests can be done minutes or days after the last practice, but the terms are often used interchangeably.

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9
Q

What doeLearning results from practice or experience.
Learning is not directly observable.
Learning changes are inferred from certain performance changes.
Learning involves a set of processes in the central nervous system.
Not all changes in performance are due to learning.
Learning produces an acquired capability for skilled performance.
Learning changes are relatively permanent, not transitory.s “transfer” mean in the context of learning?

A

ransfer refers to how practicing one task affects performance on a different task. It can be:

Positive: Improves performance on the new task.
Negative: Worsens performance on the new task.

This is compared to a no-practice control condition and highlights the concept of transfer of learning.

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10
Q

What is “near transfer” in training and learning?

A

Near transfer occurs when practice on a task transfers to a similar task in a real-world setting. For example, practicing basketball jump shots (a variable task) contrasts with free throws (a consistent task) as a demonstration of near transfer.

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11
Q

What is “far transfer” in learning and training?

A

Far transfer is when you teach general skills that can be used in many different situations. For example, teaching kids to throw, jump, and run, with the hope that these skills will help them in different activities later on.

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12
Q

The law of practice states:

A

that improvements are rapid at first and much slower later—a nearly universal principle of practice.

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13
Q

What does input mean in the Information Processing model

A

refers to the information to be processed by the human

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14
Q

What is the most common and complex source of input in motor skills

A

visual input

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15
Q

Similar to a computer, the human information-processing system will require ___________ to process a larger amount of data than it will to process a smaller amount.

A

Similar to a computer, the human information-processing system will require MORE TIME to process a larger amount of data than it will to process a smaller amount.

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16
Q

A skilled athlete is able to read the environment for clues about what is coming next, better than a novice or amateur athlete. This means the skilled athlete is able to reduce the _______________

A

Uncertainty.

Kind of like in a guessing game where the way you ask questions helps you decide what is the possible right answer.

ex: Skilled basketball players who see how a team sets themselves up can sometimes predict the pass and steal it. They read the play.

17
Q

What does a transfer design do

A

A transfer design helps verify if the improvement is due to real learning or just temporary factors like practice conditions or short-term memory.

18
Q

HOw does a transfer design work

A

A transfer design typically involves:

1.Practicing a skill under specific conditions.

2.Testing the skill later, often in a different context or after a break (to eliminate temporary effects).

3.Comparing performance during practice versus performance in the test to see if the improvement holds up.

19
Q

what are the 3 systems in the Information Processing Conceptual model

A

Executive System
Effector System
Feedback System

20
Q

What are the 3 parts of the executive system

A

a: Stimulus ID: analysis of environment
b. response selection: decision making
c. movement programming: preparing to move

21
Q

What is the effector system

A

The actual movement

22
Q

What is the feedback system

A

gives information back to the person about how they did. Very important because it tells us if we should adjust what we are doing and how. This way we become more accurate or precise in what we are doing.

23
Q

4 things that happen when we practice

A

1.increase automaticity : we get better and begin doing things automatically
2. get better at choosing which action to take
3.Build more effective generalized motor programs and effector processes
4. we get more and more accurate feedback in several ways

24
Q

What is a Generalized Motor framework

A

is a framework or blueprint for movement patterns stored in the brain. It represents a general structure that can be adapted to produce a wide variety of similar actions.

25
Q

Example of a Generalized Motor Framework

A

Throwing a ball:
Whether you’re tossing a softball, pitching a baseball, or throwing a paper ball, the general sequence of movements (arm wind-up, release, follow-through) is the same, but the specifics (force, angle, speed) adjust based on the situation.

26
Q

Two elements of Building More Effective GMPs:

A

Building More Effective GMPs:

Practice variability: practice throwing the ball in different ways to different distances or under different conditions) to develop a flexible, robust GMP that can adapt to new situations.

Feedback: Use performance feedback to refine the program and make it more precise and efficient.

27
Q

What are Effector Processes:

A

These are the physical actions and muscle activations that carry out the instructions from a motor program. Essentially, they’re the “execution” phase of movement.

28
Q

EXAMPLE of an effector process

A

In throwing, the effector processes involve the activation of the shoulder, arm, and hand muscles in a coordinated way to perform the task.

29
Q

How do you improve effector processes

A

Strength and coordination training:
Build the physical capacity and muscle memory needed to execute movements effectively.

Task-specific practice:
Practice the exact movements multiple times to ensure smooth and precise execution.

30
Q

Practices influence on Information Processing:
Human performance processes thought to be influenced by practice are:
1.
2.
3.
4.

A
  1. Increased automaticity, while getting faster and more accurate in analyzing the environmental and feedback information

2.improvements in the ways actions are selected (Like AI you get better at knowing what is the best choice)

3.build more effective generalized motor programs and effector processes

  1. provide more accurate and precise feedback in several ways and establish more accurate references for correctness
31
Q

What does increased automaticity mean

A

i get better at reading the game and make better decisions faster than i did before

32
Q

Put these in order:

Movement programming
Stimulus ID
Response selection
Motor programming

A
  1. Stimulus ID
  2. Response Selection
    3.Movement Programming
  3. Motor Programming
33
Q

Performance is not

A

learning

34
Q

Learning results from ______or_________.
Learning is not _________________ ____________.
Learning changes are inferred from certain _______________________changes.
Learning involves a set of processes in the _______ ______ _____.
Not all changes in performance are due to ____________.
Learning produces an __________ _____________ for skilled performance.
Learning changes are relatively _____________, not transitory.

A

-Learning results from PRACTICE OR EXPERIENCE.
-Learning is not DIRECTLY OBSERVABLE (cannot usually see the actual change happening or on a person).
-Learning changes are inferred from certain PERFORMANCE changes.
-Learning involves a set of processes in the CENTRAL NERVOUS SYSTEM.
Not all changes in performance are due to LEARNING.
-Learning produces an ACQUIRED CAPABILITY for skilled performance.
-Learning changes are relatively PERMANENT, not transitory.

35
Q
A